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Maester1216

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  1. Character Sheet Archetype: Politician PC Anchor: Drive: I Will Lead Them NPC Anchor: Issues: I Never Apologize Strength Agility Wits Empathy 2 2 4 5 Close Combat 1 Mobility 2 Scout 0 Medicine 0 Endure 0 Ranged Combat 0 Survival 0 Manipulation 3 Force 0 Stealth 2 Tech 2 Leadership 2 TALENTS HEALTH 3. Unharmed 2. Bruised [ ] Right Word At The Right TimeWhen you succeed with Leadership, you get an automatic extra success. 1. Battered [ ] 0. Broken [ ] Critical Injuries Stress Experience Encumbrance Weapons Bonus Damage Rounds Range Pistol +2 2 Short Grenade +1 BP 8 3 Short Armour Protection Penalty James Havel [CHARACTER PHYSICAL DESCRIPTION] Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. GEAR Slot 1 Slot 2 Slot 3 Slot 4 Bonus Stored Items Location TINY ITEMS Vehicle Maneuverability Damage Hull Armour
  2. Yeah, I'd be shocked if we encounter anything other than Orks at this juncture. That said, knowing if a Nob or other powerful Ork unit is planetside could have its uses. Practically speaking, it seems like recovering the data/artifact is our Primary Objective while recovering Valenthius is our Secondary Objective. This governs our Experience and Renown Rewards for the mission itself.
  3. Characteristic Bonuses: Str +10, Tgh +8, Ag +3, Int +4, Per +3, Will +4, Fel +5 Wounds: 22/22 Movement: 4/8/12/24 Armour: Body - 10 (Front)/6 (Back), Arms - 7 (Front)/6 (Back), Other Locations - 9 (Front)/6 (Back) Pain Suppressant Doses: 8/8 Current Ammunition: N/A Fate Points: 3/3 So they are to serve aboard the Somnium then? Interesting. The ship certainly had the resources to operate as a mobile command centre, and he could not deny having such a powerful vessel at their disposal would be useful. No complaint from him, for such was a golden opportunity... At last rising to his feet, Vorticar's attention is fixed upon the display as Horus speaks. A standard retrieval mission, albeit with the added prospect of an Ork presence to wade through. A good challenge to whet his blade against in this campaign. Besides, even Vorticar could appreciate having such a high ranking member of the Mechanicum in his debt should they manage to save the Magos. "No questions my lord; the course is clear, and I am eager to cut a bloody swathe through the damned Orks that stand between us and Valenthius."
  4. Characteristic Bonuses: Str +10, Tgh +8, Ag +3, Int +4, Per +3, Will +4, Fel +5 Wounds: 22/22 Movement: 4/8/12/24 Armour: Body - 10 (Front)/6 (Back), Arms - 7 (Front)/6 (Back), Other Locations - 9 (Front)/6 (Back) Pain Suppressant Doses: 8/8 Current Ammunition: N/A Fate Points: 3/3 Affording himself a momentary chuckle at the exchange between Edryc and Zorael, Vorticar - remaining kneeled - refocuses upon his gene-father. "My lord if I may, what resources are we to have for this work? I presume we shall not be operating from aboard the Somnium, nor a common ship of the Imperial Fleet. That in mind, a ship of the Sixteenth Legion seems only fitting; perhaps the Raksha or Cthonic Blood? The Fourfold Wolf would be a fine vessel as well, though speed and stealth would be of paramount importance in any ship we use."
  5. The Burbs! 1989, also staring Corey Feldman.
  6. Upon sighting Rhosgobel, Bróin's worn and wearied spirit was invigorated just enough to carry him the rest of the way to the Woodman's holdfast. Only once inside the walls did the dwarf summarily fall onto his side while Vara circled about him, laughing and cawing. Once the others had caught up and helped Bróin up to his feet, the company convened in the Great Hall to regale the Wood-men with tales of their journey (or rather the parts Radagast felt could - or should - be told). What followed was several days of rest and recuperation for Bróin and his comrades; Bróin himself received a great deal of trade goods in recompense for his service to the Brown Wizard and the people of Rhosgobel. He also secures the elvish blade uncovered in the High Keep. The elves would pay good coin for the return of such a weapon, but so would the Men of Dale or even his kin in Erebor. An auction perhaps? Something to mull over. It is during one such day that Bróin speaks on some of the information they uncovered in Dol Guldur. "I am not without friends amongst the Men of Dale and Laketown. Given time I am confident I can find our traitor. The question then becomes what should be done with such a person: execution? Exile? Or might they be bent to our advantage? A double agent perhaps, to appraise us of the Enemy's movements, or even feed them false information." OOC Current Momentum: +10 Vara's Health: 2/2 Alrighty! So that's +4 Wealth for having completed the Quest which - thanks to the sack of silver pennies - brings Bróin up to +5 Wealth. Think I'll hold onto two of those Experience Points for later.
  7. Big? Hanks' hair looks about right.
  8. Elf blood seems to be a hot commodity for the cult, so let’s hope Valagar doesn’t go the way of those
  9. Ironsworn: Reign is really jumping out at me. I always felt like Bróin's true calling was in Kingmaker 😁. The winter-survival game by contrast is less of a draw. Outside of those I'm happy to transfer Bróin over to TOR 1e as well - I kinda have him built already, as he'd initially been made while I was toying around with the system.
  10. The Ullanor Crusade takes place right before Horus becomes Warmaster. In fact the victory over the Orks is what arguably earned Horus the title.
  11. Characteristic Bonuses: Str +10, Tgh +8, Ag +3, Int +4, Per +3, Will +4, Fel +5 Wounds: 22/22 Movement: 4/8/12/24 Armour: Body - 10 (Front)/6 (Back), Arms - 7 (Front)/6 (Back), Other Locations - 9 (Front)/6 (Back) Pain Suppressant Doses: 8/8 Current Ammunition: N/A Fate Points: 3/3 "A grim reminder indeed kinsmen, to gird yourself in the failings of the past. Yet in that there is strength - and perhaps a little irony - I reckon, that such failings may protect and aid you as you right those faili-" Turning at the sound of the opening bulkhead doors, Vorticar instinctually takes a knee and bows his head upon seeing his gene-father. He maintains a respectful silence as the Lupercal speaks, overawed by the majesty of his presence and commanding bearing. In over a century of service across countless battlefields, Vorticar couldn't recall ever being this close to his Primarch. There was an indescribable strength about Horus' aura and yet he still seemed... familiar. As though he could be just as comfortable here as in the trenches of some alien world alongside the soldiery. Vorticar swelled with pride at the notion and knew, in that moment, that greatness was not beyond his grasp. As Horus speaks the fullness of the strategy at play unveils itself in Vorticar's mind. While no true student of history - he'd sooner make it with sword and bolter - even he cannot deny the momentous quality of the events at hand. Only when his Primarch has finished speaking and a moment's silence passed does he speak in turn. "We are to be the knife then my lord. A thousand thousand cuts so we may bleed the Greenskins to the marrow, and allow you to drive the Speartip all the more surely into their foul heart. In this we shall not fail you my lord, so I swear on my honour... and my life." Two very good motivators for any Astartes...
  12. Characteristic Bonuses: Str +10, Tgh +8, Ag +3, Int +4, Per +3, Will +4, Fel +5 Wounds: 22/22 Movement: 4/8/12/24 Armour: Body - 10 (Front)/6 (Back), Arms - 7 (Front)/6 (Back), Other Locations - 9 (Front)/6 (Back) Pain Suppressant Doses: 8/8 Current Ammunition: N/A Fate Points: 3/3 Vorticar listens as Madoc recounts his tale, his face impassive and his smile dispersed for the time being. There was more to the Death Guard's story that much was clear, but the Wolf had no intention of pressing him on it - whatever shame or dishonour warranted such a demotion for so old a warrior was for him and him alone. All the more reason to keep him on side then; Mannaw may have some honour and glory to his name yet, and Vorticar can take pride in seeing him to it. "It was. Before now, Gharkul Blackfang was perhaps the most powerful Ork Warlord the Crusade has done battle with, and the arms and armies at his disposal did not disappoint in that regard; even with the might of three Legions and three Primarchs at the fore defeat seemed all but certain for us... and for some it was." Vorticar pauses to collect himself, for he still felt great pain at the events that followed. "A dear friend - Erigor he was called - gave his life to push me out of the line of fire of a Kill Kannon. With his fall I resigned myself to kill as many Orks as I could before my own death... but then the Emperor himself and his Golden Legion appeared from the Bucephelus. It was a sight I shall never see again I wager Madoc - Blackfang and his Gargant brought down by the fiery blade of the Emperor, the Orks laid to waste by the Custodians - a thousand He brought planetside, and each felled 100 Orks a piece!! And at a cost of only three Custodes! The battle was won at a stroke and the Orks scattered, but I shan't forget that day for as long as I live." As the discussion shifted to his own service history Vorticar chuckled and nodded at the old Astartes as his smile returns. "Indeed! We turned the blue ice of Krypt dark with xenos blood if memory serves. A fine campaign, and fought alongside fine soldiers - Battle-Captain Garro and his men did their legion proud and earned their honours, as I hope all present here do in the war to come. One Helig Gallor of the 7th Company in particular stood out for his prowess with heavy weapons, perhaps you know him?" The talk of battles and honours stokes more curiosity in Vorticar, who turns back to the others. "Here I am prattling on as though you are all Remembrancers! Come, let us know the true quality of our mettle; what honours and glory have you all to your names?"
  13. I liked it! It establishes a future conflict between the two without dominating the entire undetaking.
  14. Characteristic Bonuses: Str +10, Tgh +8, Ag +3, Int +4, Per +3, Will +4, Fel +5 Wounds: 22/22 Movement: 4/8/12/24 Armour: Body - 10 (Front)/6 (Back), Arms - 7 (Front)/6 (Back), Other Locations - 9 (Front)/6 (Back) Pain Suppressant Doses: 8/8 Current Ammunition: N/A Fate Points: 3/3 Vorticar's brow arches at the Salamander's venomous rage, but as Vulker calms himself a smile creeps in from the corner of his mouth. He listens as the others speak and begins to notice some measure of a pattern; it would seem a great many of the assembled Astartes - himself included - have personal experience (or grievance) in fighting Greenskins. Such rage was being focused into a finely honed weapon, but of what sort? Were they a knife... or a hammer? As each Astartes speaks in turn on the matter of strategy against the Greenskins, his gaze follows each in turn as he absorbs their words. Finally he speaks up, echoing much of what Madoc said. "Truly fearless? Not wholly, no. Their bravery is commiserate to their numbers. Typical of any army I suppose, save that an Ork horde can number in the many millions. The sobriquet 'Green Tide' is more accurate than most realize. But as the others have said, do not mistake them for mere animals. They may prefer a brutally direct path, but have a feral cunning about them. They are durable as well - such obstructions as you've listed Zorael are more likely to slow them down rather than stop them. All the more glorious a battle, no?" Vorticar rubs at his chin in thought. "Their own tactics can be used against them however. I did as much on Gyros-Thravian, battling the forces of Gharkul Blackfang to great effect. Killing their champions and leaders will inspire awe and fear amongst their common soldiery in the short-term, and cause infighting in the long-term, as warriors fight amongst themselves to secure the fallen's position. The fact that the Greenskins enjoy killing each other as much as us is perhaps the only reason they have not overrun the galaxy... and makes the force here at Ullanor all the more dangerous." A question on his mind, Vorticar looks aside to Madoc. "The Death Guard were part of the army sent to Gyros-Thravian as I recall, alongside we Luna Wolves and the Imperial Fists. The Pale King himself commanded, alongside my father and Rogal Dorn. Did you serve there Madoc?" There was an edge to Vorticar's question, a probing quality not unlike a young wolf sizing up an old alpha.
  15. Sixthday, 13th of Neth, 320 AG 6:29 PM In orbit over Akiton Two days in the Drift pass by without incident for the crew of BD514. For some this might be the low-point of the job - days upon days of doing a whole lot of nothing while moving cargo. For others it could be a source of much needed respite from the doldrums of company life. Either case is all the more reason to make good use of your time. It's easy enough for Jin to guide the ship out of the Drift back into realspace at their destination. From orbit, Akiton is a rather uninspiring image of red rock and desert sands. It's easy to wonder if there's any life at all down there. Appearances can be deceiving, however; despite the scorched surface of this dying planet, life indeed thrives below. BD514's comm unit alights shortly after the ship exits the Drift. There's a transmission waiting for them from Tarika. This must be the message she mentioned in her initial job dispatch. Tarika appears on-screen, wearing an olive-green flight sluit emblazoned with the EJ Corp logo and fidgeting with a worn wrench. She's based on Absalom Station, which puts the three day old timestamp on the message into context. She looks anxious, and her image is barely visible before she she starts talking. "Howdy team! Just checkin' in on y'all. If you're receivin' this, you must've reached Akiton. Your drop-off site's in Hivemarket. Can't miss the place - just look for the biggest damn mountain you can find. That'll be Ka, the Pillar of the Sky, and you'll find Hivemarket at its base. There's a business there called Ka Imports and the manager, Siski, is gonna be your contact. You can collect payment for the Yaro Berries from here, and maybe even a little bonus for rapid delivery." "Be careful on that dust bowl, though. There's no real law on Akiton, and the desert's no place to go explorin', so Akari and Duncan better keep themselves outta trouble. I'd rather not have a repeat of what happened on Kalo-Mahoi here, if Akari's needin' an extra reminder. Huntin' about for your next job - I'll send a transmission when I have somethin' for ya. If you haven't heard from me by the time your done on Akiton, come on in to Absalom Station." "Oh uh, before I forget... Raen and Jin, don't suppose either of y'all have heard from Shan recently? I don't wanna be a worry wort, but it's been a while since the last message from here. Lemme know when you get to Absalom." The transmission ends with a click. OOC Anyone interested in seeing what their characters known about Akiton and Hivemarket can give me a Culture check if they're Trained in it. This isn't a flat DC roll, but rather each threshold passed nets more information Thanks to Jin's Research Activity though, he can make the roll Untrained, and the difficulty of the thresholds are reduced by 2. You can reach Akiton's surface in an hour.
  16. Suppose that implies Abaddon's Otis then? 😁 As to the changing modes question, here's an answer I found from the Living Errata. “Entering Squad Mode is an action that effects the group, not just an individual. If a Battle-Brother successfully enters Squad Mode all other Kill-team members within Support Range may (if they choose) immediately enter Squad Mode without using Full Action or passing a Cohesion Challenge. If the Kill-team becomes separated during the Mission its members may form multiple Squads for the purpose of Squad Mode abilities so long as all the requirements of entering Squad Mode are met and the Support Ranges of the multiple squads do not overlap.” So someone would need to be in Support Range and we'd need at least 1 Cohesion, then someone takes a Full Action (or a Reaction by passing a Cohesion Challenge) to chance into Squad Mode. A Battle-Brother drops out of Squad Mode—and returns to Solo Mode—at the start of his Turn if: • He falls unconscious or dies. • His Kill-team’s Cohesion is reduced to 0. • He is no longer in Support Range of at least one other member of his Kill-team. • He chooses to return to Solo Mode. In certain circumstances he may also lose Squad Mode if he fails a Cohesion Challenge (see page 212).
  17. Think I forgot to mention this, but you can take 10 or 20 on Downtime Activities unless otherwise stated in the given activity. In Drill's case you can't take 20, but you can take 10. In light of that I'm happy to let you retroactively take 10 for this activity; with an 8 in Computer, I'd say Jin succeeds.
  18. I don't have any particular notes on my end. Like you said the system worked great on its own, and I think you did a great job translating elements of One Ring over to this. I'm happy to stay on, whether you wanna keep going or decide to take a break.
  19. Characteristic Bonuses: Str +10, Tgh +8, Ag +3, Int +4, Per +3, Will +4, Fel +5 Wounds: 22/22 Movement: 4/8/12/24 Armour: Body - 10 (Front)/6 (Back), Arms - 7 (Front)/6 (Back), Other Locations - 9 (Front)/6 (Back) Pain Suppressant Doses: 8/8 Current Ammunition: N/A Fate Points: 3/3 Vorticar returns Madoc's nod with one of his own. An old Astartes... a rare sight indeed, for good or ill. The Blood Angel's talk only sharpened that notion in his mind; what good was a thousand years of service - or even five hundred years - to simply wither away inside your power armour he wondered? Sooner or later even an Astartes body slows down under the weight of time, and what duty is there for you then? Warriors such as that are poor fodder for the Remembrancers, and poorer fits still as Dreadnoughts. His mind wandered for a moment to old Iacton Qruze, Captain of the 3rd Company of the Luna Wolves: cantankerous and stubborn, but still a wellspring of knowledge after centuries of service. Would Madoc of the Death Guard be the same he wondered? Best keep him close if so... and even if not he may provide a lesson in spite of himself. He listened as the others made their introductions, quickly putting names to faces before responding in turn. "Whatever our charge, I anticipate a great many Greenskins in our path... and great glory in turn as we cut them down. I sense advancement at the end of this campaign for us all; perhaps even a Captaincy for every Warboss head we deliver? 'Lord Commander Seraddon' has always rung well in my ear if I were to speak plainly." A laughing tone slips past, but a momentary tightening of the lips and tensing of the jaw betrays a flash of emotion on Vorticar's face. The thought of killing Orks seems to elicit a strong response from the Luna Wolf. Vorticar turns aside to Degei. "For a mere Lord General in the Auxilia I would agree. But the Sons of the Emperor are not so easily swept aside by the vagaries of bureaucracy - least of all when the Master of Ultramar is involved. No, it is as Madoc says. Our presence here is at the behest of no lesser personage, which brings responsibility - and opportunity - in equal measure."
  20. A Techmarine is, in essence, a Space Marine Techpriest. The most technically adept of Space Marines spend 30 years on Mars, learning the secrets of the Mechanicum. When they return to their Legion/Chapter after completing their training, they bring this knowledge back for use in maintaining and repairing their Legion/Chapter's equipment amongst other duties. This also means that, to an extent, a Techmarine has some knowledge of Mechanium orthodoxy and the like. So yeah, a Techmarine would absolutely be the one to ask about any issues with Power Armour.
  21. Combat training as a rule yeah, but outside of that hobbies are gonna vary from individual astartes across the legions. Space Wolves revel or hunt, Salamanders and Iron Hands might tinker or forge something, Blood Angels and Emperor’s Children are known to pursue the arts and high culture. Keep in mind though that Space Marines don’t get a lot of free time. When they aren’t fighting they’re mostly getting ready for the next fight.
  22. Space Marines don't really drink per say, as their bodies are all but immune to alcohol. Except for the Space Wolves, who straight up made liquor for Astartes (which is by turns lethal to normal humans). For the sake of those present, our individual legions I believe are on good terms? I know Corvus Corax and Horus don't get along, but generally speaking I'd say friendly competition/cousins?
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